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Re: A few suggestions...

Posted: 2009-05-09 00:26
by Ace42
[R-DEV]Masaq wrote: The deviation is a problem, and an incredibly hard issue to resolve to everyone's satisfaction. Generally, people are more pleased with deviation in 0.85 than in previous work. I can't comment on how the deviation code for the AK-series is currently set up, I've not got the figures to hand (they're out there in the public forums here if you search). This is something we're always reevaluating though.
It's a bit of an ask, but having had a brief and incredibly fruitless search (you can't even use AK as a search term, too few letters...), I've ran into trouble finding a data-table of the current version's weapon statistics that is both comprehensive and definitive.

Any chance we could get a comprehensive post from a dev with an XLS spreadsheet (or CSV or somesuch?) with all the guns statistics in them for our consideration? I have some thoughts about altering the statistics, but need the base information for fine-tuning and testing.

Re: A few suggestions...

Posted: 2009-05-09 00:38
by Rudd
They said there would be a complete deviation guide, in the guide section, its just taking a while.

Re: A few suggestions...

Posted: 2009-05-09 05:03
by JKJudgeX
Well, I understand that the motivation is to make the game more team-based and tactical, etc...

But when you slow a soldier's ability to return fire BEYOND what a real person can do, it's gone to far.

My contention, and that of a couple of other people I've brought to the game (JK Tenchi, JK Mikado), is that higher shouldering time + higher deviation + higher recoil + no hit indicator all adds up to a very poor representation of what a soldier is. Yeah, vBF2 makes every guy a super soldier... but, in CQB, and in terms of tactically analyzing a situation, PR pushes too far in the other direction...

Seriously, watch some VTAC drills on youtube, and other drills to see how fast people in REALITY can shoot...
YouTube - VTAC 1/2 & 1/2 Rifle Drill
0.64 seconds to shoulder and put a round on target from standing position, 20 yards, 10 subsequent rounds at less than .2 seconds apart, for a total of 10 rounds on target in about 2.5 seconds, all hits in the kill zone. These aren't even soldiers.

Another VTAC vid showing how you can, in CQB with a rifle, waste 3 guys in 1.5 seconds.

Very similar drill, but, in this one, you start facing away from the targets, and have to put 4 bullets in each.

Anyway, my point is, most video games, BF2 and PR included, take this "bullet deviation" thing to ridiculously insane levels. I promise you, go pick up a rifle... time yourself... even if you've never fired a round in your life, I wager that you'll be able to outshoot a PR guy. Add all the stress you want, it doesn't reduce a shooter's accuracy by a factor of 5.

Re: A few suggestions...

Posted: 2009-05-09 05:34
by Masaq
JKJudgeX wrote:Well, I understand that the motivation is to make the game more team-based and tactical, etc...

But when you slow a soldier's ability to return fire BEYOND what a real person can do, it's gone to far.

My contention, and that of a couple of other people I've brought to the game (JK Tenchi, JK Mikado), is that higher shouldering time + higher deviation + higher recoil + no hit indicator all adds up to a very poor representation of what a soldier is. Yeah, vBF2 makes every guy a super soldier... but, in CQB, and in terms of tactically analyzing a situation, PR pushes too far in the other direction...

When I said saying no to flag waving fans was a bad thing, I wasn't just talking about myself or asking for any kind of special recognition. My suggestions weren't all brand new and fresh. Other people want that stuff, too, and while they may be happier with PR .85, PR 1.0 had better be a whole lot different if you want player retention.

Okay, I really don't mean this the way it'll probably sound... but with respect, you've said you've been playing the game a couple of weeks at most. We have hard stats that are pretty convincingly telling the PR team that with each new build of PR, we are gaining new players and then retaining a greater proportion of them with every new release. Last time I checked, over 60,000 - yes, sixty thousand - unique BF2 player profiles had played on PR since early Feb. At times we have more players online simultaniously than all three BF2 expansion packs - BF2:SF,AF,EF - combined. In short, right now player retention is not our primary concern!

Now, please bare in mind - you've not played the previous versions. You're making a clean comparison between 0.85 and vBF2, and stating "PR has gone too far away from vBF2"... what you need to realise is that PR is basically aiming for everything BF2 is not.

Let's be clear - soldiers are human, they are falible, they are not able to tell precisely where a gunshot was fired from, for example

I'll freely admit that the slow sight-in animation feels slow... but the fact is we're simply hamstrung by the engine on this one and the last thing we want is hyper-accurate hyper-quick CQB where the twitchiest finger wins. Before crossing a road you should be clear it's safe, you should move quickly, you should have squadmates covering you... you shouldn't be able to skip across the road, take fire, dive for cover and then pop the guy who shot at you, all on your ownsome.

In 0.6, for example - you could do that, easily. I used to go on crazy charges into crowded buildings just for kicks and more often than not, I'd come out alive. That shouldn't have been possible!

Please, chalk up your current experiences to simply still being in a "standard FPS" mindset; as you spend a little longer in PR the slower gameplay will start to become natural and normal to you - and remember, it's the same for everyone. If the guy you're firing at doesn't take his time and space his shots, he's dead - just like you are if you don't adjust to the slower speed yourself.

Re: A few suggestions...

Posted: 2009-05-09 05:58
by JKJudgeX
'[R-DEV wrote:Masaq;1017355']Okay, I really don't mean this the way it'll probably sound... but with respect, you've said you've been playing the game a couple of weeks at most. We have hard stats that are pretty convincingly telling the PR team that with each new build of PR, we are gaining new players and then retaining a greater proportion of them with every new release. Last time I checked, over 60,000 - yes, sixty thousand - unique BF2 player profiles had played on PR since early Feb. At times we have more players online simultaniously than all three BF2 expansion packs - BF2:SF,AF,EF - combined. In short, right now player retention is not our primary concern!

Now, please bare in mind - you've not played the previous versions. You're making a clean comparison between 0.85 and vBF2, and stating "PR has gone too far away from vBF2"... what you need to realise is that PR is basically aiming for everything BF2 is not.

Let's be clear - soldiers are human, they are falible, they are not able to tell precisely where a gunshot was fired from, for example

I'll freely admit that the slow sight-in animation feels slow... but the fact is we're simply hamstrung by the engine on this one and the last thing we want is hyper-accurate hyper-quick CQB where the twitchiest finger wins. Before crossing a road you should be clear it's safe, you should move quickly, you should have squadmates covering you... you shouldn't be able to skip across the road, take fire, dive for cover and then pop the guy who shot at you, all on your ownsome.

In 0.6, for example - you could do that, easily. I used to go on crazy charges into crowded buildings just for kicks and more often than not, I'd come out alive. That shouldn't have been possible!

Please, chalk up your current experiences to simply still being in a "standard FPS" mindset; as you spend a little longer in PR the slower gameplay will start to become natural and normal to you - and remember, it's the same for everyone. If the guy you're firing at doesn't take his time and space his shots, he's dead - just like you are if you don't adjust to the slower speed yourself.
Honestly, I understand what you're getting at, but, it's not a matter of the "slow" gameplay speed in the CQB. Like I said, PR cannot be beaten for long range accuracy (though, I honestly think a little less recoil in prone and crouched position for all weapons is warranted).

I don't come from just a "standard FPS" background. I really shoot weapons in real life, and I've played all the Tom Clancy games since the original Rainbow 6, which are very "realism" based, with deviation cones and all this. PR beats most of the older games at the long range stuff, handily. Beats BF2... handily. The first time I looked through a scope on an m-16 in PR and shot at a distant target, to miss by just that one little fraction and see a puff of dirt shoot up, I was sold on it. It felt right. My second shot I took that extra second, and bam, his body was rolling down the hill. That was awesome (even though the line-up took a bit longer, the FEEL was right).

The 20+ times I've been in a building or around a corner or behind a tree, WAITING for someone to pop out, and they've pulled some "jooky" stuff, though, "jooky" stuff that people can't pull off on me in BF2, Rainbow 6, even counterstrike... is when I decided to come here and say "guys, the CQB is weak and needs serious, serious attention."

BF2, as I said, makes everyone a heroic super-soldier, capable of dolphin diving into prone position and returning fire to a previously unseen enemy, knowing his position and even the direction he's facing based on a hit indicator, a minimap, and a giant red name sticking out over his head. PR does the opposite, making our soldiers less dangerous than a real civilian in real life, for the sake of ... tactical gameplay and teamwork?

The proper balance is somewhere between the two right now... The EXPANSE of the map, how spawning works, the different gametype nuances, the kits, the removed minimap, and the more realistic vehicles of PR are what make the game's pace more realistic and awesome... I don't think the individual soldiers need to be more handicapped in their ability to lay fire on enemies.

Have a watch at some of the videos in my prior post's edit. I would like to know what you think about those.